Interview:CNET May 1st 2013

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[1]

When speaking about the basic Zelda formula of finding items to allow progression, Aonuma said "it certainly feels different from our [the developer's] point of view."

So what does "different" mean exactly? Aonuma was cautiously vague, but he explained that, with the introduction of a platform the Zelda franchise has yet to appear on, the game's developers had a fresh canvas to work with. It's this clean slate that was the driving force behind the decision to bring the classic top-down view of A Link to the Past to the 3DS.

Where in the past a game would normally need to be first constructed in a 3D world, the diorama-esque visuals of the 3DS have been able to breathe new life into environments that have become all but extinct in the last 20 years.

Of course, there had already been a Zelda game on the 3DS, but that was the 2011 remake of Ocarina of Time. Aonuma worked on that game, and it taught him a lot about developing on the stereoscopic 3D platform, which opened up a brand-new vein of creativity for him and his team. In fact, Aonuma says this new Zelda game may be the most inventive yet.

But why A Link to the Past? Why not create a new world for Link to explore? Aonuma says that the 3DS has allowed for the revisiting of a top-down world and provided new ways for the player to interact with a Zelda game. It was the perfect chance to reopen A Link to the Past. And like some other Zelda games in the past, the 3DS sequel will alternate between a light and dark world.

So where does the idea of Link becoming a drawing originate? Veteran Zelda fans may remember Phantom Ganon, the protector of the Forest Temple in Ocarina of Time. During Link's encounter, Phantom Ganon jumps into one of six identical paintings on a wall. Aonuma wondered, "What if Link could have the same power?"

[...]

During my interview, Aonuma repeatedly stressed the importance of the 3DS' 3D effect and how it's used in the new Zelda game. This feature has been a major topic of controversy surrounding the 3DS since its launch, and the consensus seems to be split down the middle in terms of preference. Some complain that it causes headaches, whereas others maintain it's the only way to truly enjoy 3DS games.

Regardless of how you'll play the sequel to A Link to the Past -- with or without the 3D slider on -- Aonuma assures that you'll enjoy the game. He and his team understand that not everyone likes to play in 3D. That said, if you don't play it in 3D -- even with the 3D slider ticked up just a bit -- Aonuma says you're not getting 100 percent of the intended experience.

3D also presents a challenge in advertising the game. A 3D gameplay video is available for download on the 3DS, but the effect can't be conveyed in conventional advertising on the Web or TV. "I wish I could just tell people to buy it and definitely tell your friends!" he said.